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Brandon Moro (Engineering Lead, Bungie)
Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!
Tutorials: Tools Tutorial Day
Vault Recording: TBD
Bungie’s asset processing pipeline is a highly scalable dependency graph based solution. It is used for everything from local iteration for many hundreds of content creators across multiple studios, to building shippable games, expansions and patches. While the Handmade Con 2016 “Asset Systems and Scalability” talk discussed how and why the 'Destiny 1' pipeline was built, this talk will focus on how the system evolved for 'Destiny 2' and beyond. This session will look at the problems Bungie faced, the major changes they implemented and the various ways they were able to “bend” the rules of a traditional dependency graph system to improve local iteration.
Attendees will gain insight into lessons learned when utilizing dependency graph based data pipelines at scale in game production, as well as specific examples where Bungie bent the rules to improve iteration times.
This talk is primarily targeted at data pipeline engineers, though anyone with an interest in dependency graph processing at a large scale is welcome.